Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.

Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone

Gore (Ex):-1d8+10

Armor Class: A tainted raver’s state of perpetual rage gives it a -2 penalty to Armor Class.

Special Attacks: A tainted raver retains all the special attacks of the base creature, and also gains a perpetual rage ability:

Perpetual Rage (Ex): The tainted raver is constantly in a state of insane fury similar to a barbarian’s rage. In this state, the raver gains a +4 bonus on its Strength and Constitution scores, a +2 bonus on Will saves, and a -2 penalty to Armor Class. An effect that counters rage temporarily suppresses this ability.Unlike a barbarian’s rage, a raver’s constant fury does not prevent it from taking actions that normally require reasoned thought or concentration. A tainted raver can cast spells, use skills, activate magic items, and even act calmly and rationally. It retains at least some modicum of tactical and rational thought, although its madness can cause it to act upon those thoughts in a wild and unpredictable manner.

Special Qualities: A tainted raver retains all the special qualities of the base creature, plus the following abilities:

Madness (Ex): A tainted raver is irrevocably mad. It uses its Charisma modifier on Will saves instead of its Wisdom modifier and has immunity to confusion and insanity effects. Anyone contacting a tainted raver with thought detection, mind control, or telepathic abilities makes direct contact with its tortured mind and gains 1d3 points of depravity from the contact.A tainted raver cannot be returned to sanity by any means short of a wish or miracle spell. If restored to sanity, a tainted raver loses this template and all the modifiers it applies.

Claws (Ex):-2d6+10

Improved Grab (Ex):If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake if it has that ability (see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Pounce (Ex):If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.

Rake (Ex):A feral creature that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. Each successful attack does normal claw damage for that size of feral creature, plus 1/2 its Strength bonus (rounded down). If the feral creature pounces on an opponent, it can also rake.

Fast healing (Ex): +4

Aura of Evil (Ex)The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Detect Good (Sp)At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison UseBlackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

SpellsA blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells.

Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).

Smite Good (Su)Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.

Aura of Despair (Su)Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Command Undead (Su)When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Sneak AttackThis ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.

Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning.2d8 (DC 14).

Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Immunity:-Electricity-Paralysis-Sleep

Natural weapons: -Claws: 1d4+1-Bite: 1d6+1

Blind sense (Ex)

Keen Senses (Ex)A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Detect Good (Sp)At will, a paladin of tyranny can use detect good, as the spell.

Smite Good (Su)Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.

Deadly Touch (Su)Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Aura of Despair (Su)Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

Equipment:

Gemstones of fortification: 15000-75% of negating critical or sneak damage